Fortune, Luck

This is a god of the good fortune and good luck that all sentient beings hope will come their way. This is not a god of bad luck or ill fortune.

The priests of this god are practical, common-sense people. They'll help the flock pray for luck. But they also recognize that a lot of luck is self-made. They try to analyze the situations of supplicants who seem to have bad luck all the time, and suggest ways for them to change their lives so that good luck is more likely to shine on them. They even meddle to give luck a little push; they'll contrive so that two people who can help each other accomplish a mutual goal will meet, for example.

Lesser gods of this attribute will be gods of one particular type of luck. The most popular gods of this type would be gods of gambling luck or luck with romantic affairs.

Gods of luck are most likely to be female.

The priests of this god are on good terms with the priests of Competition, Fate/Destiny, Mischief/Trickery, and Trade. The priests of this god dislike the priests of Evil.

Alignment: The deity is true neutral. The priests may be true neutral or neutral good; most are true neutral. The flock may be of any alignment.

Minimum Ability Scores: Wisdom 12, Charisma 12. Wisdom or Charisma 16 means +5% experience; Wisdom and Charisma 16 means +10% experience.

Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.

Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Astrology. Nonweapon Proficiencies Recommended: Gaming, Reading/Writing, Religion. Weapon Proficiencies Required: None. Nonweapon Proficiency Group Crossovers: Priest, General, Rogue.

Duties of the Priest: Guidance, Marriage. Missions to bring luck to the unlucky: Priests are often required to go to communities and places which seem to be suffering a series of bad-luck events and improve matters there. (Some priests of this sect adopt a "fairy godmother" attitude and try to improve peoples' lot through mischievous meddling.) Vigilance against the deeds of priests of disease or the philosophy of evil, who are always bringing bad fortune to the people.

Weapon and Armor Restrictions: Weapons Permitted: Club, lasso, net, quarterstaff, sling, staff sling. Armor Permitted: None; no shields. Oriental Campaigns: Also bo stick. All together, these constitute Poor combat abilities.

Other Limitations: None.

Spheres of Influence: Major Access to All, Charm, Divination, Elemental, Healing, Protection, Summoning. Minor Access to Animal, Creation, Guardian, Plant, Sun, Weather.

Powers: Charm/Fascination (as per the Designing Faiths chapter).

Followers and Strongholds: The followers are received at 7th level, and consist of one fifth-level priest, three third-level priests, and sixteen first-level priests of the same order. The priest may take the following on adventures: Three priests (only one of whom may be third level) of his choice. The priesthood will pay for half of the cost of stronghold construction at 7th level.

Possible Symbols: Cornucopia, Rudder, Wheel of Fortune.

Notes: This order's weapon choices reflect "weapons of opportunity," the sort of weapons characters can make from things found on the road. A priest of this order doesn't have to find his weapons on the road, but the weapons permitted him are the sort of things he could make from found items.

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